Material
A material is what a 3D model is made of on screen. In the 3D editor it is the Material menu; on a 3D model placed in a picture, a video or a document it is behind the material door on the model's card in its 3D menu. Pick a ready-made surface, and press Recipe on the current card to open every setting below. The Recipe opens on the settings the material uses; View: All lists the rest, blank until you touch one, and leaves out any this material cannot use — how a surface reflects the scene's lights, say, on a material that lights itself. Hover a row, or hold a finger still on it, and it shows what that setting does — the sentence this page lists for it — with Learn more leading to its section here; the value does not change.
Where you can use a material
- 3D
- Image — 3D
- Video — 3D
- Document — 3D
What you can do with a material you made
You can keep a material you have tuned, share it, or put it on another model:
Star · Post · Copy
Surface
- Color — The look's one color: the base color of the surface, which its sheen, highlight, glow and edge are lifted from. Empty keeps the model's own color.
- Metallic — How much the surface behaves like metal: at 0 it keeps its own color under reflections, at 100% it reflects its surroundings tinted by its color.
- Roughness — How rough the surface is: at 0 reflections are mirror-sharp, at 100% they spread into a matte finish.
- Clear coat — How strong a clear lacquer layer over the surface is, with its own sharp reflection.
- Coat roughness — How rough the clear coat is: at 0 a glossy lacquer, at 100% a frosted one.
- Sheen — How strong a soft sheen at grazing angles is, like velvet or cloth.
- Sheen softness — How soft the sheen is: low keeps it to a thin bright rim, high spreads it across the surface.
- Sheen tint — How far the sheen's color is lifted from the look's color toward white.
- Iridescence — How strong a thin rainbow film is, like oil on water, its colors shifting with the viewing angle.
- Iridescence depth — How strongly the rainbow film bends light, which sets the colors it shows.
- Dispersion — How much light splits into its colors as it passes through the surface, as in a gem.
- Brushed — How much the highlights stretch along one direction, as on brushed metal.
- Highlight — How strong the surface's highlights and reflections are.
- Highlight tint — How far the highlights' color is lifted from the look's color toward white.
- Reflections — How strongly the surroundings reflect in this look, multiplying the Scene's Reflect setting.
- Replace textures — Replaces the model's own painted textures with this look's surface, so its values stand alone.
Shading
- Shading — How the surface is lit: Normals colors it by which way it faces; Unlit and Polished light it themselves, from a light fixed to the viewer, and ignore the scene's lights.
- Normals · Unlit · Polished
- Light angle — Where the light a self-lit dotted or veined pattern reads comes from, as an angle across the picture.
- Light height — How high that light stands above the picture.
- Light wrap — How much light the side turned away from it keeps: at 100% the pattern is evenly lit.
- Band start — Polished: how far from the facing centre toward the outline the edge color begins.
- Band end — Polished: where the edge color is full.
- Highlight angle — Polished: where the white highlight sits, as an angle across the picture.
- Highlight height — Polished: how near the facing centre the highlight sits: at 90 it is dead center.
- Highlight size — Polished: how big the white highlight is.
- Highlight sharpness — Polished: how hard-edged the highlight is.
- Highlight strength — Polished: how bright the highlight is.
Pattern
- Pattern — A pattern drawn over the surface and glued to it: cells, veins, or a dot dither of its lighting.
- Cells · Veins · Dots
- Pattern scale — How fine the pattern is, in cells across the model; dots have no scale.
- Second color — The pattern's second color: cells blend toward it and veins are drawn in it.
- Edge color — The color of the boundaries between cells.
- Cell edge width — How wide the boundaries between cells are.
- Cell blend — How far each cell blends toward the second color, running past it toward its edge so the rims burn brighter.
- Vein density — How tightly the veins run: more stripes across the same space.
- Vein wander — How much the veins wander away from straight stripes.
Edge glow
- Edge width — How tightly the edge glow hugs the silhouette: higher is a thinner line.
- Edge strength — How bright the edge glow is.
- Edge tint — How far the edge's color is lifted from the look's color toward white.
- Edge glow color — The edge glow's own color, in place of a lighter shade of the look's color; on Polished it is also the band the outline shades into.
- Centre brightness — How much of the edge color the parts facing you keep, so the body reads as a dim version of its edge.
- See through — Lets the edge glow decide how see-through the surface is: clear in the middle, solid at the outline, like an X-ray.
Glow
- Glow — How brightly the surface gives off light in the look's color.
- Body brightness — How much of the look's color the surface keeps beneath its glow: at 0 a dark body lit only by its own glow.
Opacity
- Wireframe — Draws the model as the edges of its mesh.
- Opacity — How solid the surface is; below 100% you see through it to its far side and what is behind it.
- Add to background — Adds the surface's light to what is behind it instead of covering it.
- Show back faces — Draws the back faces too, which anything you can see through needs.